Neon Giant - небольшая шведская студия разработки видеоигр, известная благодаря своему дебютному проекту, изометрическому шутеру с элементами RPG под названием The Ascent. Игра, выпущенная в 2021 году, получила признание за свой впечатляющий визуальный стиль в жанре киберпанк, динамичный геймплей и кооперативный режим. Студия делает акцент на создании качественных и захватывающих игровых миров, уделяя внимание деталям и атмосфере. Информация об истории компании и других проектах Neon Giant ограничена, но успех The Ascent позволил им закрепиться на рынке и продолжить разработку новых игр.
Electronic Arts is developing an American football experience unlike anything it's made before, the company said in a memo shared publicly after closing BioWare and laying off 400 people across the company . In trying to spin the news positively and toward the future, the memo's attributed writers, chief studios officer Cam Weber and chief operating officer David Tinson, spoke about several of the publishing giant's upcoming games, including something EA is calling Project Gridiron. The memo's exact phrasing calls it a "social-first open-world experience for our American Football team." In other words, EA is getting closer to something I've been writing about for years: Madden (and possibly College Football) heavily cribbing from NBA 2K's The City mode and giving football fans a virtual social space of their own. The company that gave us viral bad news like " Project $10 ," day-one DLC , and paid crafting materials in Dead Space 3 simply hasn't earned a tempered response from players, and so there won't be one.
Hidden content made Baldur's Gate 3 special, but Fallout co-creator worries RPGs are ditching secrets because "nobody thinks people will find things on their own" Fallout co-creator Timothy Cain has released another fairly depressing video about the state of RPG game development today compared to his heyday in the late '90s to early '00s. According to Cain, RPG developers aren't bothering as much with hidden and optional content because the people with the money aren't as willing to shell out for stuff that most people won't see. Broadly speaking, Cain even argues the industry is trending away from non-linear game design altogether. Now, everything kind of has a quest marker or a map indicator or visual or sound cues that draw your attention, 'oh, there's something really good right there.' "It's almost as if nobody thinks people will find things on their own, which means anything that you do find, you can kind of tell it's intended for you to find, and everyone else playing the game to find." It's unclear which corporate overlord Cain is referring to here, as he's worked for a number of big budget studios going back to OG Fallout developer Interplay in the '90s, but he says he's been told "'don't hide these things and let players rejoice over their discovery', but how much of a rejoice can you have over something that has a giant neon sign over it, pointing down going 'here's a cool new item'?" Even optional dialogue branches are under scrutiny these days, according to Cain.